Character Name: IRH-CTSS-SW3-454J "Julian"
Species: Reploid
Gender: Male
Age: Mid 40's
Appearance: 27
Class/Type: Ranger / Interceptor
Concept: Competitor / Intellectual / Pragmatist
Advantages:
Acute Sense- (Vision) Julian has eyes designed for sniping and recon. He can see in thermal, x-ray, and has telescoping vision (80xzoom) as additions to his standard optic system.
Acute Sense- (Touch/Feel) Julian has an ubersensitive senseor suit as skin. He can detect changes in air pressure, temperature, humidity, and even sound. Julian's most trusted sense, he's skilled enough to feel attacks before they occur and dodge, which is his primary way of defending. He's been know to listen by feeling as well.
Ambidexterity- You have no off hand. You are equally adept with both your right and your left hand. You can write, fight, etc. with either one you choose. (But it still requires special training to fight with both hands at once.) [-10,000�]
Daredevil - Your balance, agility, and courage allow you to easily perform risky acrobatic feats.
Elemental Invulnerability/Absorbtion- The RECKA system makes Julian impervious to electric attacks.
Escape Artist- You are very talented at escaping bonds and wriggling through tight spaces.
Knowledg- Warfare and inteligence. Being a guerilla warfare unit for the 00th division of the Irregular hunters has trained Julian in the basic principles of weapon use, intel, sabatoge, demolitions, artillery, concealment, infiltration, target identificat, and nit coordination.
Kung-Fu- You are a master of the martial arts. When unarmed you are dangerous at close combat. Your body is a deadly weapon.
Lightning Reflexes- You are able to react with uncanny quickness. (but this has no effect on your overall speed)
Piloting- You have a natural knack with vehicles. You can figure out how to drive or fly just about anything.
Street Smarts- You are good at handling yourself in unfamiliar territory and adverse situations.
Disadvantages:
Code of Honor- You live by a strict moral code and you will not deviat from your ethical principles for anything. (Don't fail your comrades, don't betray your comrades, don't leave your comrades behind, don't abandon your post, don't forget the fallen...)
Elemental Vulnerability- (Radiation) Julian's armor is experimental, exsposure to raditaion shorts it our till he's out of it for at least and hour. Also his "skin" is ultra sensitive, which put's him in extreme pain when close to dangerous isotopes. Too much exposure and he ceases function.
Addiction - Julian needs to use depressants, as a sniper to keep calm and quiet. He normally uses seditives and traquilizers, however in a pinch alcohol will due. Otherwise his peformance as a long range marksman is severely slowed. Not to mention he tends to get a bit jumpy.
Addiction- Speed/Thrills. Julian likes to test how alive he feels by performing stunts. His addiction is fed by various sports and side jobs he takes when not merc'in. From being a stuntman, to a racer, or simply trying to break his personel speed records, he needs the thrill. Especially off the battlefield.
Compulsion- Julian usually needs to have something to bite on. He moniters his state of calm by doing it. Normally he has matches or toothpics and sometimes throwing spikes. He'll use knives or bullets if he has to, and if he has nothing, he grinds his teeth.
Malfunction- Julian's armor is experimental. It's highly prone to shorting out or failing to reactivate properly.
Weakness- Julian is designed for speed and efficiency, not so much frontline combat. So he's stronger than the average human, but not up to snuff with the standard reploid soldier. Then there's damage, provided Julian's amro functions properly, he can take maybe two level two plasmashots when caught off gaurd. Level Threes will diable him regaurdless. Also the same goes for a powerful melee combatant, a solid hit will end this sharpshooter's mission. [+30,000�]
Weak Spot - His armor in itself is a weak point. Direct hits from level 2 can knock it offline if it malfunctions. A heavey melee attack is more than likely going to shut it down as well. His chest and legs are most prone to being hit.
Primary Weapon:
The IRH-PPLD-Mark 4 "Red", the support rifle of the Maverick Hunters.- Two barrels three modes of fire, two field applications. The primary barrel is a Pulse driver, which allows the rifle to fire rail rounds with a particle charge, or fire traditional plasma at the level two charge level. The magazine for the particles is a 7 round capacity, while the plasma is charged and retains a stock of 12, as the plasma is disigned for midrange combat. The bottom barrel is a high heat and energy laser. The laser requires a level 3 charge, but is not used often as it instantly pinpoints the snipers exact location. The main use of this weapon is to support. The pulse driver can penetrate most armor and vehicles, and the ionic charge disables most electronic systems. It can be used to assassinate and counter snipe due to it's long range and nearly instant hits. Though the plasma does allow it to be used as a cover or advancement weapon.
Secondary Weapons:
Dual Sterling Enterprises "Crusader" revolvers- Julians carries these in his legs ala a certain cyborg cop we know and love. The Crusaqder is a over and under twin barrel revolver. The cylander is 10 rounds, that feed into one or both barrels, making it a 5 to 10 shot pistol. There are only two ammunitions for this piece, gauss rounds or plasma. Mosly these are mini rail guns, designed for the special forces of Repliforce, the Maverick Hunters, and Arcadian Security Service. The plasma battery allow for 200 shots before requiring a recharge, though that's not neccesary with most reploids. These pistols fire plasma bolts only and are unchargable. Julian prefers to use one at a time, to keep the spare a secret.
Ionic-vibro knives- Charged blades produced by the RECKA system. Being charged alows them to deflect most plasma and electircal attacks. The vibrations make them capable of pentetraion of heavier armored foes. Julian can only produce two sizes; fighting (a combat knife or large dagger) and throwing (kunai, spikes, pins, ect). When his armor is functioning it takes roughly 2 seconds to produce a fighting blade and less than half a second to produce throwing blades. However do to the nature of his armor, he usually has blades premade for use.
Utility mines- a pack of 6 high explosive mines that are triggered via timer, remote, or proximatey. The use of these mines include traps, distractions, demolition, sabotage, and other creative ideas. Julian has relied on these to be his only support when he is sniping or covering a team. So when he has them deployed in the field, he makes sure they are not wasted.
Accessories:
RECKA- Reactive Electical Conduit Kinetic Armor. An armor recall system based on charge particles dubbed "smart crystal". A metalic substance that is the result of combining nanomachines and rockbeast psuedo mass. The crystals absorb ambient and deirect energy and use the pent up energy to negate most ballistic and mass based attacks. Plasma, and fire are pure energy attacks which often overload the armor. The smart crystals grow and reshape within limits programed into the armor. To compensate with the fragile nature of the crystals, the armor is built with 6 additional capcitors to offset the overcharges. These capcitors are generalized so they can intregrate with any energy dependant feature or weapon, most notable the armor's Giga function. In this armor's case, the may only shape into blades or reinforcement. These formations can occur from any point on the user. Due to their ionic nature, there is a change to deflect plasma based attacks, however much energy is used to do so. With out energy the armor and crstalls dissapate. The same effect occurs after too much energy is abosrbed or if the armor is subject to heavy trauma.
Bolt Leg Upgrades- The most powerful dash system on the legal market, coupled with cutting edge servos, joints, shock aborbers, and traction. These legs serve one purpose, to move fast. Running and jumping with these babies can put some superheroes to shame. Vertical and air dashes are as close to flying a reploid can get without wings or a jet pack. On ground level these legs are capable of "constant thrust", a dash mode makes a reploid preform on par with a landchaser. As Julian says,"It makes you a bullet with out a gun and a bird without wings". In terms of practical use, Julian can quickly get in or out of enemy territory, kick like a madman, move at astounding speeds, glide, freefall unassisted, and fight the enemy from multiple angles at once.
Eletro Magnetic Grappling Rope- A hook and rope that rappels and grapples based on magnetics. Can support 2 tons without additional power. The rope is about 300 feet and can asscend at 15 feet per second. While primarilly used to rescue and get into or out of positon, ropes have proved usefull in combat to many soldiers. (-15,000) (shut up, I like grappling hooks)
Special Abilities:
Lightning Burst- the giga function of the RECKA system is to dishcarge all additional energy in a tempest of electrical surges. The result being most things within a 30 foot orb can be shocked severely. Though the RECKA is an ionic armor system. So magnetics can be used to influence the nature of the Lightning Burst, Such as tagging opponents with rounds from the Crusader pistols or throwing weapons could "paint the targets" and force the lightning to dishcarge in a set path or upon multiple opponents. Using the rail driver, the lighting could ride the magnetic trail and disharge completly into a target, for the full effect. Reshaping the smart crystals can be used to disharge the energy like a wedge or shield, however this only effective at high speed. There are more possibilities, as neccessity is the mother of invention.
Shocking Nature- The innate eltrical and magnetic abilities of the RECKA system prove on last benefit to Julian. He has a basic control of electicity that he stores up. Regaurldess of the armor's functioning. He can use this electiricty to make a few attacks or power some machinery. Often he uses the later, but in a pinch he can electricute/stun at a touch. To a lesser degree he can discharge a small lightning bolt or ball of lightning. Though he has to absorb electiricity and ambienty enrgy to do so. In ideal conditions he can recharge in an hour. So it van very from situation to situation. Another of Julian's trump cards.
Appearance:
Armored- Julian's armor appears to be a dark blue form fitting suit. The only armored appearing portions would be his belt, legs, and harness. Though he posseses a full helmet that is matching with light blue trim and a retractable grey face shield, he rarely wears it. The armor has trim on the arms and legs of the silver nature. His gloves and boots are black with light blue trim. When the smart crsytals form, they often take pentagonal shapes and may overlap to protect that portion of the body. Though they can take other geometric and crystaline forms. They give Julian a more armored appearance. When formed as blades most often the protude from the shoulders, shoulder blades, wrists, elbows, shins and midback...coinciding with control at high volicity dashing. He carries his rifle on his back when traveling or on his chest when about to deploy. There are holsters on his belt and harness for blades and his mines. His pistols are held internally in his right and left hips.
Civilian- Julian doesn't wear his rifle, typically he is dressed in blue jeans or slacks, or martial arts pants. He like flexibility. As for shirts he wears mostly tshirts and longsleeved athletic shirts. If he wears a t-shirt, he let's his armor remain visable, letting others assume he like blue undershirts. He is often seen with a stunteam jacket or race jacket of some sorts and a large dufflebag. His hair is black and goes to his cheeks, but to go with his stuntman persona, he ofte streaks in red, silver, white, or blue. When not using his enhanced visions, his eyes are light blue. Julian has a tall and slim build.
Personality:
Julian is a responsible showboat. He like to laugh and impress his comrades. Like some reploids he has high standards, and so he likes to show that he is Class S material. So he constantly tests himself or his comrades in games or other contest to see where he or they are lacking and what could be done better. Julian persitantly strives to be the better, but he always plays fair. When it comes to solving problems or innovating, he's a genius. He likes to get in over with quick, effiecient and if possible pretty. In combat he looks at the way he can best see to protect his comrades, or finish the mission with minnimal losses. In melee/close range he registers most attacks before they land. So he dodges and taunts his opponents capitalising on his speed and inteligence. He creates an opening and gets the kill. As far as missions are concerned though, he likes the idea of surviving. He'll protect his fellow mercs until the end. He figures if he helps them enough and doesn't give up on them, one day when he's down and out they'll remember what he did for them. He's a skilled joker who has an optimist streak. Just imagine him without the depressants.
History:
Created in the third sigma war. Julian served well and earned his way into the legendary 00th unit. A talented sniper and exceptional scout. Julian and his team were repsonsible for many demoralising attacks upon sigma's secondary bases. Julian was asset to the hunters.
During the repliforce coup thoug, Julian discovered how controlling the hunters were. He did not blame repliforce, and could not see enough evidence to label them mavericks. When forced to engage them with other hunters, Julian noticed them fighting a defensive war, with exception of a few true maverick members. After the General's noble sacrafice, and witnessing the attitude of the hunters. Julian decided that his loyalty could not lie with the hunters, who were starting to become all too totalitarian.
Resigning and taking his equipment, Julian has moved out to the freezone, taking a number of jobs. From stunt double, to wheelman, this reploid has experienced the freedom not given to him as an Irregular Hunter. He's grown quite a taste for it. Recently he's signed up for Freelance Reploids, the largest merc organization he's heard of. They been responsible for many jobs that the Hunters can't touch...now he's free to see if they can give him an exciting job to be loyal too.